public void Enable(UnitDisplay selectedUnit, HealingAbility healingAbility) { this.Enable(); this.selectedUnit = selectedUnit; this.points = this.boardCreator.BlinkHealTargets(selectedUnit, healingAbility.range); CursorController.SetPointer(); Dialog.instance.ShowDialog("Choose ally unit to heal (Heal ability)", "Cancel", this.EnableNoSelectionsState); Unibus.Subscribe <UnitDisplay>(BoardCreator.UNIT_CLICKED_ON_BOARD, OnUnitSelectedOnBoard); Unibus.Subscribe <UnitDisplay>(BoardCreator.UNIT_MOUSE_ENTER_ON_BOARD, OnUnitMouseEnterOnBoard); Unibus.Subscribe <UnitDisplay>(BoardCreator.UNIT_MOUSE_EXIT_ON_BOARD, OnUnitMouseExitOnBoard); }
private void ClearEquipment() { WeaponAbility.GetComponent <WeaponAbility>().GetItem(null, null); HealingAbility.GetComponent <HealingAbility>().GetItem(null, null); CombatAbility.GetComponent <CombatAbility>().GetItem(null, null); }
private void UpdateEquipment() { WeaponAbility.GetComponent <WeaponAbility>().GetItem(activeCharacter, pivotCharacter); HealingAbility.GetComponent <HealingAbility>().GetItem(activeCharacter, pivotCharacter); CombatAbility.GetComponent <CombatAbility>().GetItem(activeCharacter, pivotCharacter); }
private void EnableSelectingHealingTargetState(HealingAbility ability) { this.Disable(); this.states.selectingHealingTargetState.Enable(this.selectedUnit, ability); }
public void SetUpHealingAbility() { healingAbility = new HealingAbility(new AbilitiesDatabaseConn("HealingAbility")); healingAbility.SetCharacterAnimationController(characterAnimationController); }
void OnEnable() { m_healingAbility = GetComponent<HealingAbility> (); m_slowdownAbility = GetComponent<SlowdownAbility> (); m_gravityWellAbility = GetComponent<GravityWellAbility> (); }
public override IAbilityComponent Duplicate() { HealingAbility copy = new HealingAbility(Data, ParentAbility); return(copy); }